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Worlds of Design: The Tyranny and Freedom of Player Agency
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<blockquote data-quote="Jay Verkuilen" data-source="post: 7788998" data-attributes="member: 6873517"><p>For a while there WotC marketing hype was hardcore about creating that "shared experience" and whatnot. It was kind of sad in a lot of ways---trying to catch lightning in a bottle again, I guess, or the numerous attempts at "remaking" Woodstock. </p><p></p><p></p><p></p><p>You could run them as narrative plot if the DM wanted to put that kind of structure in. In many respects, the modules were assembled with a vague assumption you'd be doing that, but you're 100% right they didn't put in a lot of RP weight. That was the job of the DM. </p><p></p><p></p><p></p><p>IMO that's not really changed a ton, though maybe it's broadened out a bit. The sweet spot of D&D is, in my view, somewhere between about 4th (strong enough to take it, but still with a lot of room to grow) and 13th or so levels (really starting to get insanely potent). </p><p></p><p></p><p></p><p>Exactly. </p><p></p><p></p><p></p><p>Sure, a lot of that is not hard to understand either. Many of the rules that got added were simply put in place to make things more fair, clearer, give players more opportunities, and so on. They weren't done with bad motives in mind, but things got out of hand. 4E was unquestionably the biggest push in this direction and, for some players and DMs, it was great. They loved having it all laid out in front of them and how solidly balanced the system was. (I didn't---I found 4E fun to play in some respects, though still mostly in the "sweet spot", but <em>really</em> disliked DMing it.) </p><p></p><p></p><p></p><p>Unquestionably, but game designers can't write games under the assumption that you first need to find a kicking DM.</p></blockquote><p></p>
[QUOTE="Jay Verkuilen, post: 7788998, member: 6873517"] For a while there WotC marketing hype was hardcore about creating that "shared experience" and whatnot. It was kind of sad in a lot of ways---trying to catch lightning in a bottle again, I guess, or the numerous attempts at "remaking" Woodstock. You could run them as narrative plot if the DM wanted to put that kind of structure in. In many respects, the modules were assembled with a vague assumption you'd be doing that, but you're 100% right they didn't put in a lot of RP weight. That was the job of the DM. IMO that's not really changed a ton, though maybe it's broadened out a bit. The sweet spot of D&D is, in my view, somewhere between about 4th (strong enough to take it, but still with a lot of room to grow) and 13th or so levels (really starting to get insanely potent). Exactly. Sure, a lot of that is not hard to understand either. Many of the rules that got added were simply put in place to make things more fair, clearer, give players more opportunities, and so on. They weren't done with bad motives in mind, but things got out of hand. 4E was unquestionably the biggest push in this direction and, for some players and DMs, it was great. They loved having it all laid out in front of them and how solidly balanced the system was. (I didn't---I found 4E fun to play in some respects, though still mostly in the "sweet spot", but [I]really[/I] disliked DMing it.) Unquestionably, but game designers can't write games under the assumption that you first need to find a kicking DM. [/QUOTE]
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